Minor Addiction
Quirk, -1 point
For an Addiction worth only -5 points, the GM may rule that the expense, stigma, and detrimental long-term effects of use are the whole of the disadvantage, and waive the usual withdrawal rules. This is appropriate for such drugs as tobacco and caffeine. If forced to go without, you must make a Will or HT roll as usual, but the only effects on a failure are general anxiety, irritability, or restlessness. This manifests as a temporary -1 to DX, IQ, self-control rolls, or reaction rolls (GM’s choice) – not as insanity or injury. Successive failures prolong the duration of the effects; they do not increase the size of the penalty. If you can make 14 successful rolls in succession, you must buy off your Addiction.
It is also possible to create a 0- point Addiction using these rules. Such Addictions are always Minor Addictions, and you may take them as -1-point quirks (see Quirks, p. 162).